Spawning actors from a Blueprint via the SpawnActorFromClass function at runtime does not cause the World Outliner to update. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 64 ...
Grouped meshes appear to rotate when used in streaming levels. If the parent of the group has a rotation, it appears to pass this on to the rest of the group after the meshes are streamed in. As a n ...
Making a scene component the new root component results in the actor component being displayed above the scene component hierarchy ...
When trying to use any "Make Struct" node that uses vector values, the values typed into FVector fields will reset to 0. This is a regression from 4.21.2 (CL-4753647). This reported and tested in ...
Scrubbing an Animation Timeline within a Montage does not play a sound for Anim Notifies that specify "Play Sound." ...
This is a regression that was introduced alongside a memory optimization for Animation Blueprint assets. Suggested workarounds:Disable "Async Loading Thread Enabled" ORDisable Blueprint nativizati ...
Having an Animation Blueprint open when rendering a movie using "Render CustomDepth Pass" via Sequencer causes the Animation Blueprint Preview to be rendered rather than the cine camera actor set in ...
It appears to be an issue with persistence and the sequencer. If the level is saved and reloaded without opening the sequencer all hierarchy is fineif you open the sequencer, then save the level, ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...